This is going to exist in standard for what, another 12 months? There won’t be any value to this reprint once brawl is released.

The new cards look fantastic. Will probably grab a deck or 2.

Have you ever played Commander? Who cares how long it’s in standard for; do you think standard is what’s propping up it’s price? On EDHrec, it’s literally the single most included enchantment over the past month. It’s the 15th most used enchantment of the last two years, and it’s only that low because it’s only been released for 7 1/2 months. The card will always have value.

This is going to exist in standard for what, another 12 months? There won’t be any value to this reprint once brawl is released.

The new cards look fantastic. Will probably grab a deck or 2.

Have you ever played Commander? On EDHrec, it’s literally the single most included enchantment over the past month. It’s the 15th most used enchantment of the last two years, and will only move up as time goes on. The card will always have value.

I play plenty of Commander. The card was just released. There will be plenty of copies out, and even more if Brawl takes off. That price may go up after rotation, but it won’t hold in the short term, and who knows if it’ll still be as sought after then.

My point was more or less aimed at the “why can’t commander include reprints like these” to drive them off the shelves.

Putting value into one product doesn’t mean they can’t put it into other ones. Putting a shock in all four of these and then some just makes it look like they don’t care about the commander decks.

I believe it to be the opposite. Including high priced reprints means you are expecting them to drive sales, and not the new product. That’s a problem. Commander sells based on new, interesting designs.

My point was more or less aimed at the “why can’t commander include reprints like these” to drive them off the shelves.

Bottom line - because they don't need to drive Commander precons off the shelves. Commander is already a popular format (the most popular?), and they figure the decks will sell no matter what, so they lazy and become cheapskates. Brawl is a dead format - it was practically dead on arrival, and someone really wants it to succeed, so they shoved in cards that would guarantee the decks get sold. This is incredibly short-sighted, as I'd be willing to bet more of these get bought and ripped apart for Commander decks than ever get played in Brawl. Commander is home-grown and rotation-free; Brawl is an artificial construct trying to push play into a rotating format to sell more cards.

But now they've shown they are still willing to put decent reprints in a precon (like they used to with Wurmcoil Engine, Grave Pact, Demonic Tutor), I can only imagine the backlash if they fail to do it for C20.

Knowing that we still have 80% of ELD to be spoiled. So far I feel you can pick the Faerie one, add the missing two Shocklands and a couple common/uncommon removals from Standard and be done with a great deck while the Knights deck needs three M20 Mythics.

Let's see if this actually takes off in paper, the people who got to preview them in Arena were claiming the decks were very fun.

UWB Fairies is cheap, has draw engines, two wraths (Massacre Girl and Kaya's Wrath). The commander is the cheapest one and almost all of its creatures are flyers. If you can't deal with the commander the first time it enters the battlefield during your next turn, you'll be smothered under a pile of fairies pretty fast. And all decks are lacking kill spells. Except for thzt one, which has several O-Ring-like effects, and even an aura to transform the enemy commander into a vanilla 1/1, literally turning off their commander for the remainder of the game...

UWB Fairies is cheap, has draw engines, two wraths (Massacre Girl and Kaya's Wrath). The commander is the cheapest one and almost all of its creatures are flyers. If you can't deal with the commander the first time it enters the battlefield during your next turn, you'll be smothered under a pile of fairies pretty fast. And all decks are lacking kill spells. Except for thzt one, which has several O-Ring-like effects, and even an aura to transform the enemy commander into a vanilla 1/1, literally turning off their commander for the remainder of the game...

I had the complete opposite experience. Every match I played was pretty fun and there was a lot of smart decisions to be made through each one of them. Additionally, my Commanders kept getting hit by removal because I believed that the decks were low on kill spells as well... until I found that I was mostly casting my commanders around 3 times a game because most people I fought bomb them on sight.